Gameplay Overview

Vice is a character that heavily relies on close range combat and grappling. She can quickly pull the opponent towards her with Deicide and follow-up with her command grab Gore Fest or just a standard combo in general. She can punish opponents that are in the middle of a evasive roll or just crouching with her Splash move. From a physical attacking stand point she can use her Mayhem attack to quickly knock opponents to the ground and still follow-up with Splash, but from a grappling POV she can use her air DM Overkill or her ground DM Negative Gain. Her Neo Max Awakening Blood is great for catching opponents off guard because of its speed, and her HD combos revolve around her using Mayhem and Deicide. Due to her demanding play-style she'll feel welcome with any player that is looking for a bit of a challenge.

Gameplay Notes

Pros

A good variety of throws

Damaging BnBs

Good corner pressure/mix up

Anywhere juggle EX Decide allows her to combo off of nearly any anti-air or air-to-air hit

Blowback Attack

CD: 75 damage, whiff/cancellable, hits mid. Vice moves her leg forward then she does a hard punch attack with excellent reach. Relatively slow but a good move to move forward or cancel into decide or splash.

j. CD: 90 (80) damage, hits mid. Heavy punch attack reaches far out horizontally. Does a good chunk of hitstun. A common way to start her anywhere juggle combos. Great for air-to-air, but can easily be crouched and punished.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack

Throw

Death Blow = b/f + C/D close - 100 damage, can be recovery rolled. Vice grabs the opponent then slashes them across the face. Against Chin and Athena you can link an EX Decide before they hit the ground.

Command Moves

Dokken = f+A - Vice makes a fist then hits the opponent on the head.

Good for stringing normals into special attacks

Is an overhead on its own so it will hit crouching opponent

Can be considered a good candidate for okizeme's and if timed right it can be used to initiate HD mode

Works best after a reverse knockdown as it leaves lesser room for error.

- Super cancelable

- Damage: 70

Special Moves

Deicide = hcf+K - Vice swipes her arm towards the ground really fast, when it connects with the opponent she retracts her arm to normal length pulling the opponent into close range for a possible follow-up combo.

Both versions go half a screen's length although the D version she takes a step forward

B version can be comboed into but the only follow up are her command throws

D version cannot be combo into due to the slower start up but can free canceled into A Mayhem, Gorefest or Negative Gain DM. D Decide also has abetter vertical hitbox and can catch opponents out of hop height, but doesn't have much priority.

(EX) = hcf+BD - Faster and has more invincible start-up.

It can also pull opponents forward that are still in hit-stun or a juggled state otherwise known as an "anywhere juggle" move.

Can be followed up with a close C or D

Hit Detection: High/EX: Mid/Low

Damage: 0

Gore Fest = hcb~f+P - Vice grabs her opponent then rushes forward dragging them across the ground then throws them into the air.

Instant start-up, great for punishing.

Sets up good okizeme with ambiguous rolls and safe jumps.

(EX) = hcb f+AC - The range when she grabs is extended to about a character length.

Hit Detection: Close/Grab

Damage: 20x6+40/25x6+70

Splash = dp+P - Vice leaps forward and grabs any grounded opponent and slams them to the ground.

Air to ground throw

A version goes 2 character's length, good tool to catch opponents off-guard.

C version goes 3/4 screen, good for punishing predictable fireballs.

(EX) = dp+AC - Faster start-up and faster in general, lower jump arc than A version. Vice crouches very low to the ground on start-up, so it can be used to low-profile under certain moves, but has no invincibility.

Hit Detection: Close

Damage: 100/150

Can be drive canceled into air DM

Mayhem = qcb+P - Vice does a charging shoulder tackle that knocks the opponent down on contact.

A version goes a short distance, combos from light normals. Unsafe on block.

C version goes farther and does more damage. Can only be comboed from heavy normals or cl.c/d > f.a

Can be drive/super canceled as soon as the shoulder connects

(EX) qcb+AC = - Faster and has more invincible start-up. Also launches the opponent into the air for a possible follow-up

Drive/Super Cancel-able

Hit Detection: Mid

Damage: 60/90/160

Splash = qcf+P - The same Splash move except done after Mayhem, it also has its own specific input and can be super canceled into air DM right before she slams the opponent to the ground.

Super Cancel-able

Hit Detection: Close

Damage: 100/150

Desperation Moves

Negative Gain = hcbx2+K - Vice somersaults backwards and grabs her opponent by the neck with her legs then proceed to do three back-flips slamming the opponent each time she lands on the ground.
(EX) hcbx2+BD - Much wider hitbox at start-up, does five slams instead of three, a huge red skull comes out on the last slam which is the Max Cancel point

Max Cancellable

Hit Detection: Close/grab

Damage: 70x2+80/60x4+100

Overkill = db, tk, u, d+P in air - Vice laughs maniacally slamming the opponent to the ground, then falls on them making a huge red skull come out of the ground from under the opponent, it can be buffered with a tk input (qcf, uf) while you're still on the ground

Hit Detection: Grab in air

Damage: 220

Neomax

Awakening Blood = qcb hcf+AC - Vice undresses her top revealing an Orochi birthmark on her right shoulder, she then suddenly disappears while laughing causing a giant snake-like eye to appear then a bloody snake coil flies across the screen quickly running the opponent over, it always appears from behind Vice making it extremely useful to use while cornered, it can also be used to punish jump-ins.

Hit Detection: High

Damage: 450

Combos

Combo Starters:

Vice can convert her knockback attack, her sweep, and any anti-airs or air-to-airs into a combo with her anywhere juggle EX Decide. In this regard, as long as you have at least one extra meter, you can start many of the below combos (cl. D after hcf+AC).

cr. B & st. B can combo into qcb+A at any range, but can also combo in hcf+BD, hcb~f+P, or qcb+AC if closer to the opponent.

j. C is the preferred jump-in, although any other jumping attack works as well (j. D won't hit crouching opponents)

cl. D, f+A (cl. C or cr. C work as well); combos into hcf+B, hcf+AC, hcb~f+P, and any qcb+P

Hyper Drive Combos

HD Confirms-

- Any combo that leads into hcf+BD can be considered a HD hit confirm. Importantly, a hit with qcb+AC (reversal), an air hit, or hcf+D can lead into HD.
- cl. D ~ st. D. The easiest confirm, and the most damaging. You have plenty of time to connect the cl. D after activation.
- Similarly, this applies to cl. D, f+A. This will do slightly less damage though.
- cr. B x1-3, st. B. the timing can be a bit strict, but the reward is well worth the effort.
- st. C or st. D. you have a surprisingly fair bit of time to confirm from your standing pokes, but use carefully.